Support GLShaderNode in backends

For vulkan/broadway this just means to ignore it, but for the gl
backend we support (with up to 4 texture inputs, which is similar to
what shadertoy does, so should be widely supported).
This commit is contained in:
Alexander Larsson 2020-09-18 18:03:30 +02:00
parent 950cc41e15
commit 4d697283ae
12 changed files with 451 additions and 43 deletions

View File

@ -258,6 +258,7 @@ collect_reused_child_nodes (GskRenderer *renderer,
case GSK_LINEAR_GRADIENT_NODE:
/* Fallbacks (=> leaf for now */
case GSK_GL_SHADER_NODE:
case GSK_COLOR_MATRIX_NODE:
case GSK_TEXT_NODE:
case GSK_REPEATING_LINEAR_GRADIENT_NODE:
@ -847,6 +848,7 @@ gsk_broadway_renderer_add_node (GskRenderer *renderer,
case GSK_BLEND_NODE:
case GSK_CROSS_FADE_NODE:
case GSK_BLUR_NODE:
case GSK_GL_SHADER_NODE:
default:
break; /* Fallback */
}

View File

@ -1,6 +1,6 @@
#include "config.h"
#include "gskglrenderer.h"
#include "gskglrendererprivate.h"
#include "gskdebugprivate.h"
#include "gskenums.h"
@ -19,6 +19,7 @@
#include "gskglnodesampleprivate.h"
#include "gsktransform.h"
#include "glutilsprivate.h"
#include "gskglshaderprivate.h"
#include "gskprivate.h"
@ -64,6 +65,11 @@
glGetUniformLocation(program_ptr->id, "u_" #uniform_basename);\
}G_STMT_END
static Program *gsk_gl_renderer_lookup_custom_program (GskGLRenderer *self,
GskGLShader *shader);
static Program *gsk_gl_renderer_create_custom_program (GskGLRenderer *self,
GskGLShader *shader);
typedef enum
{
FORCE_OFFSCREEN = 1 << 0,
@ -130,6 +136,12 @@ print_render_node_tree (GskRenderNode *root, int level)
print_render_node_tree (gsk_shadow_node_get_child (root), level + 1);
break;
case GSK_GL_SHADER_NODE:
g_print ("%*s GL Shader\n", level * INDENT, " ");
for (i = 0; i < gsk_gl_shader_node_get_n_children (root); i++)
print_render_node_tree (gsk_gl_shader_node_get_child (root, i), level + 1);
break;
case GSK_TEXTURE_NODE:
g_print ("%*s Texture %p\n", level * INDENT, " ", gsk_texture_node_get_texture (root));
break;
@ -495,6 +507,40 @@ struct _GskGLRendererClass
G_DEFINE_TYPE (GskGLRenderer, gsk_gl_renderer, GSK_TYPE_RENDERER)
static void
init_shader_builder (GskGLRenderer *self,
GskGLShaderBuilder *shader_builder)
{
#ifdef G_ENABLE_DEBUG
if (GSK_RENDERER_DEBUG_CHECK (GSK_RENDERER (self), SHADERS))
shader_builder->debugging = TRUE;
#endif
if (gdk_gl_context_get_use_es (self->gl_context))
{
gsk_gl_shader_builder_set_glsl_version (shader_builder, SHADER_VERSION_GLES);
shader_builder->gles = TRUE;
}
else if (gdk_gl_context_is_legacy (self->gl_context))
{
int maj, min;
gdk_gl_context_get_version (self->gl_context, &maj, &min);
if (maj == 3)
gsk_gl_shader_builder_set_glsl_version (shader_builder, SHADER_VERSION_GL3_LEGACY);
else
gsk_gl_shader_builder_set_glsl_version (shader_builder, SHADER_VERSION_GL2_LEGACY);
shader_builder->legacy = TRUE;
}
else
{
gsk_gl_shader_builder_set_glsl_version (shader_builder, SHADER_VERSION_GL3);
shader_builder->gl3 = TRUE;
}
}
static void G_GNUC_UNUSED
add_rect_ops (RenderOpBuilder *builder,
const graphene_rect_t *r)
@ -1011,6 +1057,178 @@ render_texture_node (GskGLRenderer *self,
}
}
static Program *
compile_glshader (GskGLRenderer *self,
GskGLShader *shader,
GError **error)
{
GskGLShaderBuilder shader_builder;
const char *shader_source;
gsize shader_source_len;
int n_uniforms;
const GskGLUniform *uniforms;
GBytes *bytes;
int n_required_textures = gsk_gl_shader_get_n_textures (shader);
int program_id;
Program *program;
bytes = gsk_gl_shader_get_source (shader);
shader_source = g_bytes_get_data (bytes, &shader_source_len);
uniforms = gsk_gl_shader_get_uniforms (shader, &n_uniforms);
if (n_uniforms > G_N_ELEMENTS (program->glshader.args_locations))
{
g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_UNSUPPORTED_FORMAT,
"GLShaderNode supports max %d custom uniforms", (int)G_N_ELEMENTS (program->glshader.args_locations));
return NULL;
}
if (n_required_textures > G_N_ELEMENTS (program->glshader.texture_locations))
{
g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_UNSUPPORTED_FORMAT,
"GLShaderNode supports max %d texture sources", (int)(G_N_ELEMENTS (program->glshader.texture_locations)));
return NULL;
}
gsk_gl_shader_builder_init (&shader_builder,
"/org/gtk/libgsk/glsl/preamble.glsl",
"/org/gtk/libgsk/glsl/preamble.vs.glsl",
"/org/gtk/libgsk/glsl/preamble.fs.glsl");
init_shader_builder (self, &shader_builder);
program_id = gsk_gl_shader_builder_create_program (&shader_builder,
"/org/gtk/libgsk/glsl/custom.glsl",
shader_source, shader_source_len,
error);
gsk_gl_shader_builder_finish (&shader_builder);
if (program_id < 0)
return NULL;
program = gsk_gl_renderer_create_custom_program (self, shader);
program->id = program_id;
INIT_COMMON_UNIFORM_LOCATION (program, alpha);
INIT_COMMON_UNIFORM_LOCATION (program, clip_rect);
INIT_COMMON_UNIFORM_LOCATION (program, viewport);
INIT_COMMON_UNIFORM_LOCATION (program, projection);
INIT_COMMON_UNIFORM_LOCATION (program, modelview);
program->glshader.size_location = glGetUniformLocation(program->id, "u_size");
program->glshader.texture_locations[0] = glGetUniformLocation(program->id, "u_texture1");
program->glshader.texture_locations[1] = glGetUniformLocation(program->id, "u_texture2");
program->glshader.texture_locations[2] = glGetUniformLocation(program->id, "u_texture3");
program->glshader.texture_locations[3] = glGetUniformLocation(program->id, "u_texture4");
/* We use u_textue1 for the texture 0 in the glshaders, so alias it here so we can use the regular setters */
program->source_location = program->glshader.texture_locations[0];
for (int i = 0; i < G_N_ELEMENTS (program->glshader.args_locations); i++)
{
if (i < n_uniforms)
{
program->glshader.args_locations[i] = glGetUniformLocation(program->id, uniforms[i].name);
/* This isn't necessary a hard error, you might declare uniforms that are not actually
always used, for instance if you have an "API" in uniforms for multiple shaders. */
if (program->glshader.args_locations[i] == -1)
g_debug ("Declared uniform `%s` not found in GskGLShader", uniforms[i].name);
}
else
program->glshader.args_locations[i] = -1;
}
return program;
}
gboolean
gsk_gl_render_try_compile_gl_shader (GskGLRenderer *self,
GskGLShader *shader,
GError **error)
{
Program *program;
gdk_gl_context_make_current (self->gl_context);
/* Maybe we tried to compile it already? */
program = gsk_gl_renderer_lookup_custom_program (self, shader);
if (program != NULL)
{
if (program->id > 0)
return TRUE;
else
{
g_propagate_error (error, g_error_copy (program->glshader.compile_error));
return FALSE;
}
}
program = compile_glshader (self, shader, error);
return program != NULL;
}
static inline void
render_gl_shader_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder)
{
GskGLShader *shader = gsk_gl_shader_node_get_shader (node);
Program *program = gsk_gl_renderer_lookup_custom_program (self, shader);
int n_children = gsk_gl_shader_node_get_n_children (node);
if (program == NULL)
{
GError *error = NULL;
program = compile_glshader (self, shader, &error);
if (program == NULL)
{
/* We create the program anyway (in a failed state), so that any compiler warnings or other are only reported once */
program = gsk_gl_renderer_create_custom_program (self, shader);
program->id = -1;
program->glshader.compile_error = error;
g_warning ("Failed to compile gl shader: %s", error->message);
}
}
if (program->id >= 0 && n_children <= G_N_ELEMENTS (program->glshader.texture_locations))
{
GBytes *args;
TextureRegion regions[4];
gboolean is_offscreen[4];
for (guint i = 0; i < n_children; i++)
{
GskRenderNode *child = gsk_gl_shader_node_get_child (node, i);
if (!add_offscreen_ops (self, builder,
&node->bounds,
child,
&regions[i], &is_offscreen[i],
FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY))
return;
}
args = gsk_gl_shader_node_get_args (node);
ops_set_program (builder, program);
ops_set_gl_shader_args (builder, shader, node->bounds.size.width, node->bounds.size.height, g_bytes_get_data (args, NULL));
for (guint i = 0; i < n_children; i++)
{
if (i == 0)
ops_set_texture (builder, regions[i].texture_id);
else
ops_set_extra_texture (builder, regions[i].texture_id, i);
}
load_offscreen_vertex_data (ops_draw (builder, NULL), node, builder);
}
else
{
static GdkRGBA pink = { 255 / 255., 105 / 255., 180 / 255., 1.0 };
ops_set_program (builder, &self->programs->color_program);
ops_set_color (builder, &pink);
load_vertex_data (ops_draw (builder, NULL), node, builder);
}
}
/* Returns TRUE is applying transform to bounds
* yields an axis-aligned rectangle
*/
@ -2694,6 +2912,17 @@ apply_source_texture_op (const Program *program,
glBindTexture (GL_TEXTURE_2D, op->texture_id);
}
static inline void
apply_source_extra_texture_op (const Program *program,
const OpExtraTexture *op)
{
g_assert(op->texture_id != 0);
OP_PRINT (" -> New extra texture %d: %d", op->idx, op->texture_id);
glUniform1i (program->glshader.texture_locations[op->idx], op->idx);
glActiveTexture (GL_TEXTURE0 + op->idx);
glBindTexture (GL_TEXTURE_2D, op->texture_id);
}
static inline void
apply_color_matrix_op (const Program *program,
const OpColorMatrix *op)
@ -2838,6 +3067,51 @@ apply_border_op (const Program *program,
glUniform4fv (program->border.outline_rect_location, 3, (float *)&op->outline.bounds);
}
static inline void
apply_gl_shader_args_op (const Program *program,
const OpGLShader *op)
{
int n_uniforms, i;
const GskGLUniform *uniforms;
OP_PRINT (" -> GL Shader Args");
glUniform2fv (program->glshader.size_location, 1, op->size);
uniforms = gsk_gl_shader_get_uniforms (op->shader, &n_uniforms);
for (i = 0; i < n_uniforms; i++)
{
const GskGLUniform *u = &uniforms[i];
const guchar *data = op->uniform_data + u->offset;
switch (u->type)
{
default:
case GSK_GL_UNIFORM_TYPE_NONE:
break;
case GSK_GL_UNIFORM_TYPE_FLOAT:
glUniform1fv (program->glshader.args_locations[i], 1, (const float *)data);
break;
case GSK_GL_UNIFORM_TYPE_INT:
glUniform1iv (program->glshader.args_locations[i], 1, (const gint32 *)data);
break;
case GSK_GL_UNIFORM_TYPE_UINT:
case GSK_GL_UNIFORM_TYPE_BOOL:
glUniform1uiv (program->glshader.args_locations[i], 1, (const guint32 *) data);
break;
case GSK_GL_UNIFORM_TYPE_VEC2:
glUniform2fv (program->glshader.args_locations[i], 1, (const float *)data);
break;
case GSK_GL_UNIFORM_TYPE_VEC3:
glUniform3fv (program->glshader.args_locations[i], 1, (const float *)data);
break;
case GSK_GL_UNIFORM_TYPE_VEC4:
glUniform4fv (program->glshader.args_locations[i], 1, (const float *)data);
break;
}
}
}
static inline void
apply_border_width_op (const Program *program,
const OpBorder *op)
@ -2909,6 +3183,32 @@ gsk_gl_renderer_dispose (GObject *gobject)
G_OBJECT_CLASS (gsk_gl_renderer_parent_class)->dispose (gobject);
}
static void
program_init (Program *program)
{
program->index = -1;
program->state.opacity = 1.0f;
}
static void
program_finalize (Program *program)
{
if (program->id > 0)
glDeleteProgram (program->id);
if (program->index == -1 &&
program->glshader.compile_error != NULL)
g_error_free (program->glshader.compile_error);
gsk_transform_unref (program->state.modelview);
}
static void
program_free (Program *program)
{
program_finalize (program);
g_free (program);
}
static GskGLRendererPrograms *
gsk_gl_renderer_programs_new (void)
{
@ -2918,9 +3218,11 @@ gsk_gl_renderer_programs_new (void)
programs = g_new0 (GskGLRendererPrograms, 1);
programs->ref_count = 1;
for (i = 0; i < GL_N_PROGRAMS; i ++)
{
programs->programs[i].state.opacity = 1.0f;
}
program_init (&programs->programs[i]);
/* We use direct hash for performance, not string hash on the source, because we assume each caller
* reuses a single GskGLShader for all uses and different callers will use different source content. */
programs->custom_programs = g_hash_table_new_full (g_direct_hash, g_direct_equal, (GDestroyNotify)g_object_unref, (GDestroyNotify)program_free);
return programs;
}
@ -2941,15 +3243,33 @@ gsk_gl_renderer_programs_unref (GskGLRendererPrograms *programs)
if (programs->ref_count == 0)
{
for (i = 0; i < GL_N_PROGRAMS; i ++)
{
if (programs->programs[i].id > 0)
glDeleteProgram (programs->programs[i].id);
gsk_transform_unref (programs->programs[i].state.modelview);
}
program_finalize (&programs->programs[i]);
g_hash_table_destroy (programs->custom_programs);
g_free (programs);
}
}
static Program *
gsk_gl_renderer_lookup_custom_program (GskGLRenderer *self,
GskGLShader *shader)
{
return g_hash_table_lookup (self->programs->custom_programs, shader);
}
static Program *
gsk_gl_renderer_create_custom_program (GskGLRenderer *self,
GskGLShader *shader)
{
Program *program = g_new0 (Program, 1);
program_init (program);
g_hash_table_insert (self->programs->custom_programs, g_object_ref (shader), program);
return program;
}
static GskGLRendererPrograms *
gsk_gl_renderer_create_programs (GskGLRenderer *self,
GError **error)
@ -2984,35 +3304,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
g_assert (G_N_ELEMENTS (program_definitions) == GL_N_PROGRAMS);
#ifdef G_ENABLE_DEBUG
if (GSK_RENDERER_DEBUG_CHECK (GSK_RENDERER (self), SHADERS))
shader_builder.debugging = TRUE;
#endif
if (gdk_gl_context_get_use_es (self->gl_context))
{
gsk_gl_shader_builder_set_glsl_version (&shader_builder, SHADER_VERSION_GLES);
shader_builder.gles = TRUE;
}
else if (gdk_gl_context_is_legacy (self->gl_context))
{
int maj, min;
gdk_gl_context_get_version (self->gl_context, &maj, &min);
if (maj == 3)
gsk_gl_shader_builder_set_glsl_version (&shader_builder, SHADER_VERSION_GL3_LEGACY);
else
gsk_gl_shader_builder_set_glsl_version (&shader_builder, SHADER_VERSION_GL2_LEGACY);
shader_builder.legacy = TRUE;
}
else
{
gsk_gl_shader_builder_set_glsl_version (&shader_builder, SHADER_VERSION_GL3);
shader_builder.gl3 = TRUE;
}
init_shader_builder (self, &shader_builder);
programs = gsk_gl_renderer_programs_new ();
@ -3023,7 +3315,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
prog->index = i;
prog->id = gsk_gl_shader_builder_create_program (&shader_builder,
program_definitions[i].resource_path,
error);
NULL, 0, error);
if (prog->id < 0)
{
g_clear_pointer (&programs, gsk_gl_renderer_programs_unref);
@ -3468,6 +3760,10 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
render_repeat_node (self, node, builder);
break;
case GSK_GL_SHADER_NODE:
render_gl_shader_node (self, node, builder);
break;
case GSK_REPEATING_LINEAR_GRADIENT_NODE:
case GSK_REPEATING_RADIAL_GRADIENT_NODE:
case GSK_CAIRO_NODE:
@ -3750,6 +4046,10 @@ gsk_gl_renderer_render_ops (GskGLRenderer *self)
apply_source_texture_op (program, ptr);
break;
case OP_CHANGE_EXTRA_SOURCE_TEXTURE:
apply_source_extra_texture_op (program, ptr);
break;
case OP_CHANGE_CROSS_FADE:
g_assert (program == &self->programs->cross_fade_program);
apply_cross_fade_op (program, ptr);
@ -3796,6 +4096,10 @@ gsk_gl_renderer_render_ops (GskGLRenderer *self)
apply_repeat_op (program, ptr);
break;
case OP_CHANGE_GL_SHADER_ARGS:
apply_gl_shader_args_op (program, ptr);
break;
case OP_DRAW:
{
const OpDraw *op = ptr;

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@ -0,0 +1,14 @@
#ifndef __GSK_GL_RENDERER_PRIVATE_H__
#define __GSK_GL_RENDERER_PRIVATE_H__
#include "gskglrenderer.h"
G_BEGIN_DECLS
gboolean gsk_gl_render_try_compile_gl_shader (GskGLRenderer *self,
GskGLShader *shader,
GError **error);
G_END_DECLS
#endif /* __GSK_GL_RENDERER_PRIVATE_H__ */

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@ -558,6 +558,18 @@ ops_set_texture (RenderOpBuilder *builder,
builder->current_texture = texture_id;
}
void
ops_set_extra_texture (RenderOpBuilder *builder,
int texture_id,
int idx)
{
OpExtraTexture *op;
op = ops_begin (builder, OP_CHANGE_EXTRA_SOURCE_TEXTURE);
op->texture_id = texture_id;
op->idx = idx;
}
int
ops_set_render_target (RenderOpBuilder *builder,
int render_target_id)
@ -621,6 +633,22 @@ ops_set_color (RenderOpBuilder *builder,
op->rgba = color;
}
void
ops_set_gl_shader_args (RenderOpBuilder *builder,
GskGLShader *shader,
float width,
float height,
const guchar *uniform_data)
{
OpGLShader *op;
op = ops_begin (builder, OP_CHANGE_GL_SHADER_ARGS);
op->shader = shader;
op->size[0] = width;
op->size[1] = height;
op->uniform_data = uniform_data;
}
void
ops_set_color_matrix (RenderOpBuilder *builder,
const graphene_matrix_t *matrix,

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@ -84,7 +84,7 @@ typedef struct
struct _Program
{
int index; /* Into the renderer's program array */
int index; /* Into the renderer's program array -1 for custom */
int id;
/* Common locations (gl_common)*/
@ -159,6 +159,12 @@ struct _Program
int child_bounds_location;
int texture_rect_location;
} repeat;
struct {
int size_location;
int args_locations[8];
int texture_locations[4];
GError *compile_error;
} glshader;
};
ProgramState state;
};
@ -184,7 +190,7 @@ typedef struct {
Program unblurred_outset_shadow_program;
};
};
ProgramState state[GL_N_PROGRAMS];
GHashTable *custom_programs; /* GskGLShader -> Program* */
} GskGLRendererPrograms;
typedef struct
@ -256,6 +262,9 @@ graphene_rect_t ops_set_viewport (RenderOpBuilder *builder,
void ops_set_texture (RenderOpBuilder *builder,
int texture_id);
void ops_set_extra_texture (RenderOpBuilder *builder,
int texture_id,
int idx);
int ops_set_render_target (RenderOpBuilder *builder,
int render_target_id);
@ -282,6 +291,11 @@ void ops_set_inset_shadow (RenderOpBuilder *self,
const GdkRGBA *color,
float dx,
float dy);
void ops_set_gl_shader_args (RenderOpBuilder *builder,
GskGLShader *shader,
float width,
float height,
const guchar *uniform_data);
void ops_set_unblurred_outset_shadow (RenderOpBuilder *self,
const GskRoundedRect outline,
float spread,

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@ -129,6 +129,8 @@ print_shader_info (const char *prefix,
int
gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
const char *resource_path,
const char *extra_fragment_snippet,
gsize extra_fragment_length,
GError **error)
{
@ -191,7 +193,7 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
print_shader_info ("Vertex shader", vertex_id, resource_path);
fragment_id = glCreateShader (GL_FRAGMENT_SHADER);
glShaderSource (fragment_id, 8,
glShaderSource (fragment_id, 9,
(const char *[]) {
version_buffer,
self->debugging ? "#define GSK_DEBUG 1\n" : "",
@ -200,7 +202,8 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
self->gles ? "#define GSK_GLES 1\n" : "",
g_bytes_get_data (self->preamble, NULL),
g_bytes_get_data (self->fs_preamble, NULL),
fragment_shader_start
fragment_shader_start,
extra_fragment_snippet ? extra_fragment_snippet : ""
},
(int[]) {
-1,
@ -211,6 +214,7 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
-1,
-1,
-1,
extra_fragment_length,
});
glCompileShader (fragment_id);

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@ -33,6 +33,8 @@ void gsk_gl_shader_builder_set_glsl_version (GskGLShaderBuilder *self,
int gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
const char *resource_path,
const char *extra_fragment_snippet,
gsize extra_fragment_length,
GError **error);
G_END_DECLS

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@ -31,6 +31,8 @@ static guint op_sizes[OP_LAST] = {
sizeof (OpDebugGroup),
0,
sizeof (OpBlend),
sizeof (OpGLShader),
sizeof (OpExtraTexture),
};
void

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@ -39,6 +39,8 @@ typedef enum
OP_PUSH_DEBUG_GROUP = 25,
OP_POP_DEBUG_GROUP = 26,
OP_CHANGE_BLEND = 27,
OP_CHANGE_GL_SHADER_ARGS = 28,
OP_CHANGE_EXTRA_SOURCE_TEXTURE = 29,
OP_LAST
} OpKind;
@ -124,6 +126,12 @@ typedef struct
int texture_id;
} OpTexture;
typedef struct
{
int texture_id;
int idx;
} OpExtraTexture;
typedef struct
{
gsize vao_offset;
@ -198,6 +206,13 @@ typedef struct
float texture_rect[4];
} OpRepeat;
typedef struct
{
float size[2];
GskGLShader *shader;
const guchar *uniform_data;
} OpGLShader;
void op_buffer_init (OpBuffer *buffer);
void op_buffer_destroy (OpBuffer *buffer);
void op_buffer_clear (OpBuffer *buffer);

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@ -16,6 +16,7 @@ gsk_private_gl_shaders = [
'resources/glsl/cross_fade.glsl',
'resources/glsl/blend.glsl',
'resources/glsl/repeat.glsl',
'resources/glsl/custom.glsl',
]
gsk_public_sources = files([

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@ -0,0 +1,21 @@
// VERTEX_SHADER:
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
}
// FRAGMENT_SHADER:
// The shader supplies:
void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv);
uniform vec2 u_size;
uniform sampler2D u_source2;
uniform sampler2D u_source3;
uniform sampler2D u_source4;
void main() {
vec4 fragColor;
vec2 fragCoord = vec2(vUv.x * u_size.x, (1.0-vUv.y) * u_size.y);
mainImage(fragColor, fragCoord, u_size, vUv);
gskSetOutputColor(fragColor);
}

View File

@ -256,6 +256,7 @@ gsk_vulkan_render_pass_add_node (GskVulkanRenderPass *self,
case GSK_NOT_A_RENDER_NODE:
g_assert_not_reached ();
return;
case GSK_GL_SHADER_NODE:
case GSK_SHADOW_NODE:
case GSK_RADIAL_GRADIENT_NODE:
case GSK_REPEATING_RADIAL_GRADIENT_NODE: